Posted by Marvin from l316t2p45.netway.at (195.96.17.45)on March 27, 1998 at 07:25:55:
In Reply to: Another game is working with Big RRed - and I made screen shots posted by Chris Lundie on March 26, 1998 at 18:28:53:
Hey, testing other games turns out to be really
interesting!!!
If absolutely no textures are present, then for
sure they are neither 565 nor 4444 textures...
But there are many other texture formats that
can be supported with no need for conversion at
all, they are simply not yet implemented.
And conversions would also not be a big problem...
So let us see... (The new logging-facilities
of Croc 0.3 will help to clarify this very
easily...)
Regarding depth buffering: I bet the game
uses W buffering. Currently I did only include
and correct the Z buffering code... W buffering
I currently simply ignore....
My changes to the original Z buffering code
included that I don't make a 1/Z (3dfx) -> Z
value conversion (BigRRed) anymore - therefore
the compare modes selected via glide have not to be
inverted, and accuracy of Z buffering in near-screen
regions is enhanced (this was recommended in the
RRedline manual!). I.e. everything concerning Z buffering
now works EXACTLY the same as on the Voodoo.
W buffering could bring us some problems, since
Voodoo uses a proprietary floating point format for
it, and there is no equivalent for it in Rendition...
So at least with the range of W values we might get
some problems..... Probably, we will simply have to
convert them to 1/Z values? I will look into it
really soon...